Top 10 Card Evolutions concepts! Clash Royale

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Top 10 Card Evolutions concepts | Clash Royale
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Bandit Evolution is here -
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MEGraphics
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Bro just made the baby dragon a splash damage, troop targeting, lava hound 💀💀

javierrangel
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I guess three musketeers with shields would be a perfect evolution.
Strengthening it's weakness(fireball, lightning ) else extra hp is always great for marksman class.

morningstar
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bro relly threatening to break the game apart 💀

Unknowndang
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evo mini pekka should be every time he kills something it turns into a pancake that heals 100 health
Edit: PEOPLE why is larry being called weak he is a gigachad undefeatable enemy anyways He wouldn’t get infinite damage and the heal only comes when the enemy troop dies

YoshikageKira
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The way that you did this is really cool, I mean the animation is not perfect, you represented really well what you wanted to say.

yaelortizzambrano
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Dart Goblin Concept: Poison Darts, whenever the dart from the dart goblin hits a troop, it's health starts to drain as it's poisoned. The poison stops after 8 seconds, and the poison is stackable. Poison does 15 dmg per 0.68 seconds.

ranboltz
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I have a great idea for the normal prince: When it one-shots something while he is in charge, he stays in charge. It would counter skarmy, and maybe it would be too OP, but, if it had a limit (like 8 cards), it might happen.

JoaXoHC
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The evo golem can be a very heavy golem, meaning it cannot be pushed or pulled by anything, if a fisherman tries to pull it, he will pull himself, if you use tornado or log, it'll do nothing, or, it can be so heavy that it creates shockwaves that push other troops away when he moves, also, it can have spawn damage, he takes some time to fall, like the royal delivery, and he deals a lot of damage to troops in a very large range, and deals massive damage to buildings, like the earthquake.

hombrenan
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Really insane graphics and animations, but the ideas were hella bland lol

robelso
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Dark prince should have a mace that turns into a flail that attacks with a 3x3 range. With a 5 tile charge attack that pushes enemies closer. Perfect for counter little price + gaurdian while still being balanced

kmaao
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I think a lot of the concepts have a massive flaw to their design mostly because they either go down the root of just being a more powerful version of the original, being pointless, being over powered, or just flat out unoriginal. Evolutions don’t just repeat what was done before, they are unique cards of their own added onto its original form. One example that I really liked out of all the concepts has to be the evolved Golem’s backpack Elixir Pump, because it makes the golem have an additional role that mixes up the type of play-style that’s expected of the Golem player. It’s also a nice nod to the Golem/Pump dynamic that’s been around for a long time.

autistichades
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Nice video man! I can't believe we had the same idea for the Dark Prince Evolution!

ClownerYouTube
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0:32 i guess in order for that card to have a new life, supercell should add 3m evo which would go something like archers' evo:
like when the three musketeers are alive, they get three passive skills: Ranged Shield: that nerfs ranged attacks: princess towers, archers or whatever > Rage: increased attack speed > Third buff: buffing every third shot which deals +15% SPLASH damage, knocks the target back while doing a little AOE damage around the musketeer to close enemies (a reference to the royal giant's evolution)
And as the number of living musketeers decreases, these skills are removed

for example: 3 alive musk: Shield+rage+3rd shot buff > 2 alive musk: Rage+3rd shot buff > last remaining one: just every 3rd shot buff

doIbaeb
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just remember all evolutions are usually unique and isn't just, more damage or something, half the time is an obvious counter to it, like evo archers for example you can just place a guy pretty close to them.

bronsonbone
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my evo concepts:
*three musketeer* : does more dmg, more musketeer loses the last one does fast dmg but misses by 20%
*tesla* : chains and wont get dmg when no enemy troops, but buffs your any enemy electric troops
*elite barbarians* : passive: wont get any dmg from arrows, fireball, zap etc, have more durability but a bit slow and does more dmg, upon death (firts one) the survivor one gets rage boost
*golem* : cactus like defense and throws rocks upon reaching 40% health
*baby dragon* : 1vs1 version: spits lava thats burns the enemy, the effect will gone for 2.3 sec and wont get rage boost
2vs2 version: 2 baby dragon wont get rage boost until 1 dies
*dart goblin* : 30% stun 30% poision and 40% normal
*rascals* : the older brother throws his sword and stuns the ground troops when almost dead while the sisters slows the air troops
*hog rider* : automaticaly jumps over log, and barbarian barrel, faster movement speed
*mini pekka* : shocks the troops
*dark prince* : sweeps any low hp troops like skeletons when charging, upon hitting stronger troops like knight stuns for 1.6 sec
*skeleton barrel* : has 2 bomb 1 for building and another for the tower or giant like troops, if none of them used and survived then deploys at the same time as reached the tower.

TherealJ
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Three Musketeers Concept: Healing Bullet, every shot from each of the three musketeers heal them all up 12 hp.

ranboltz
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It's so cool to see how you bring all these ideas to live with showing the editing process.. so cool and the effort to make is really high.. big props to you!

x_x_Smithers_x_x
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Another cool concept for baby dragon is that when it dies, it turns into a skeleton dragon

fireshadow
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If the baby dragon spits actual fire even through troops when he evolves it would be awesome, and also a sick look to🫠

enriqueportillo